Core/Unit: Fix snare/daze immunities versus SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED
Fix SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED modifying speeds of bosses that are immune to changes of speeds.
Fix race conditions in CreatureTextMgr repeat group happening with MapThreads > 1 reported by helgrind by moving Creature-GUID-base data from CreatureTextMgr to Creature.
Issues added in bbf86641a1
* This adds support to spell_custom_attr to allow a spell to be cast
upon a unit on a taxi/in flight.
* This will allow the Issue #11880 with Horde quest Test At Sea (11170) to be corrected.
* closes#14235
Signed-off-by: Naios <naios-dev@live.de>
Description:
When server starts and RatingDiscardTimer config is set to some value, discardTime being unsigned int overflows for the time of RatingDiscardTimer value and causing all rated arena matches ignore matchmaking rating for that time.
by @robinsch; closes#6099
Keep the mounted player flying after the knockback effect cast on mounted player.
Before these changes, the flying mount behaves like a ground mount after the knockback.
From large enough heights, the fall causes damage or death to the falling (mounted) character.
* Use std::function as callback (methods, lamdas & std::bind).
* Uses std::chrono::duration as duration type (Milliseconds, Seconds...)
- With c++11 user defined literals we could just write "11s" for example (MSVS 2015, gcc & clang).
* Provides a lot of overloads for easier usage:
- Static durations or random durations between min and max.
- Named (with group ids - group id 0 is possible) or anonymous tasks.
- Asynchronous tasks.
* Is adapted to the current needs of scripting:
- Repeat tasks through the TaskContext
- Schedule new tasks from the context.
- Provides access to the times repeat counter of a task,
this will help to schedule multi step events (dialogs for example).
See https://gist.github.com/Naios/6d143538abdc3d32fd2b for usage examples.
by @ManuFe and @Rushor; closes#12336
In the existing source, the rooting aura is removed after the explosion,
therefore the knockback effect does not work because the player is still rooted.
By swapping these 2 lines, the aura is removed, then the explosion happens.
Result: rooting is removed before the knockback effect is cast on the player.
Try to log STACK_OVERFLOW crashes by allocating log buffer on the heap which should still be in a valid state with a stack overflow exception.
This will probably still not produce a complete crash report with details about all stackframes.